Deadly Torcher
King Dingaling
Jump kick db3 into 21 spear is my anti air, I feel once they see the damage from that jik, they soon stay on the ground.
After the first JIP do 21 db4 then do JIP 21 db1. Db1 leaves them at perfect distance to coninue pressure and had a lot of +What duo you guys think about ending combos in teleport similar to mk9.
That is what I'm doing with inferno scorpion so I can continue pressure/mixups after the combo
Example jip 214 teleport, 21~spear, jip 21~teleport. 31% and leaves them standing in a hit teleport recovery state.
Is that what you guys are thinking is a good way to end combos?
Teleport is more plus than demon shoulder but as Viper said it leaves them right next to you and you're still +4. The only downside to the tele option is that the animation moves them away from you. That said teleport is roughly three times the advantage of demon shoulder so it depends on how you like to follow up your ender.How much more plus is the db1 than a hit teleport? Ill have to try thst
What are your thoughts on scorpions strings?Teleport is more plus than demon shoulder but as Viper said it leaves them right next to you and you're still +4. The only downside to the tele option is that the animation moves them away from you. That said teleport is roughly three times the advantage of demon shoulder so it depends on how you like to follow up your ender.
try 214, tele, 21, ground hands, jump+2 , f4 > x-rayBeen questing to optimizing Scorp's X-ray combo. Capped off at 49% though, was hoping you guys can give some more insight: Currently X-ray for 49% combo for Inferno variation is: 214, tele, 21, ground hands, 4, X-ray. Can we go bigger?